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Order of the Architect

For architects, fate and the forces of nature exist to serve civilization, working in conjunction to establish order that builds communities with both stone and divination. This is the most common geomantic order, thus it is a good fit for civil servants and city planners attempting to align good luck with good living. It is also a fine choice for lone mystics on the quest to discern the order of the multiverse.

The Ground of Being

Starting when you take this order at 1st level, you always have access to Earth element spells.

Arrange Fates

Starting at 3rd level, you can use your reaction to apply a +s bonus or -s penalty to any one attack roll, ability check, or saving throw made by a creature you can see within 30 feet. You can wait until after it rolls the d20 before deciding to use this feature, but you must decide before the GM says whether the roll succeeds or fails. You begin with one use of this feature, and gain one more use each time you use Stone’s Blessing. Your number of uses resets to 1 whenever you finish a long rest.

Impenetrable Hermitage

Starting at 6th level, you learn the spell tiny hut. You can cast it as a ritual or by using Elemental Magic spell slots.

Mystic Masonry

Also at 6th level, whenever you cast tiny hut, at your option you can instead use the spell to produce a stonework house. To do so, you must have adequate materials present. Available stone, clay, and other materials in a 20-foot cube are reshaped instantaneously into an earthen abode 20 feet on each side and one story tall. The floorplan is your choice (average contains 4 rooms). At 11th level, the cube and resulting house is 30 feet wide and two stories tall (average contains 10 rooms), at 16th level it is 40 feet wide and two stories tall, and at 20th level it is so feet wide and three stories tall.

Auspicious Warding

At 10th level, you plan it so that malefic forces fall flat against your supernatural defenses. When you or a friendly creature you can see within 30 feet takes damage, you can use your reaction to halve that damage. If you used Arrange Fates this turn, you can activate Auspicious Warding without using your reaction. Once you use this feature, you must finish a short or long rest before you can use it again.

Spirit Tectonics

Starting at 14th level, whenever you use Stone’s Blessing to grant temporary hit points to friendly creatures, hostile creatures that are within 30 feet and touching the ground must make a Strength saving throw. A creature takes 4d6 force damage and is knocked prone on a failed save, or takes half as much damage and remains standing on a successful one. Creatures who are not required to save take no damage.

Section 15: Copyright Notice

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